I'd say do it to just increase options to the developer community, although personally I'm currently committed to the excellent jME.

It would probably be worthwhile to attend the following as well, seeing as it's the GDC and I'm sure the topic will be under heavy discussion.

Practical Java Game DevelopmentSpeakers: Dustin Clingman (President, Zeitgeist Games), Shawn Kendall (Course Director Full Sail), Syrus MesdaghiTime/Date: Tuesday (March 8, 2005) 10:00am &#8212; 6:00pmTrack: ProgrammingFormat: Full-Day TutorialExperience Level: Intermediate - Basic familiarity or some experience.Description: Practical Java Game Development introduces attendees to the latest advances in game development on the Java platform. Topics will include 3D graphics programming, high performance audio rendering, as well as a number of tips and tricks for developers leveraging Java in current production.

Idea Takeaway: The key takeaways from this tutorial center on a strong understanding of the core technologies available on the Java platform, along with an analysis of the challenges and benefits of working with Java.

Intended Audience and Prerequisites: The intended audience is comprised of existing Java game developers, as well as intermediate programmers of all technologies. Knowledge of Java is a pre-requisite for attendance.

Small company, but working in a key area.I'm pretty sure they do a bunch of Java work but they might be pretty busy, as everyone in Tokyo is running around jazzed up on genki drinks and neon light overload.

It's just good discipline to write readable, maintainable, flexible code that is also well commented.

END - OF - STORY.

Sooner or later you will get caught going back to some neat piece of work and wondering..."now did I do that for this reason or was it that?" , all because you were too *$&#ing lazy to spend the time to save some time writing a line or two to clarify your thinking:-)

God forbid (or allah, yawah etc etc ) that someone else may have to work on it...

On Design Patterns, oop and other things the following are an interesting read (snipped from DevX mail - you may have to copy the links if they get cut by the forum):

THANKS, GANG! DEVELOPERS TALK FRANKLY ABOUT A DECADE OF "DESIGN PATTERNS" by Glen Kunene, Senior Editor A decade later, the Gang of Four's "Design Patterns" is still a top seller and a "must read" for students and professionals. To celebrate its success, we asked programming professionals to tell us how this seminal work has influenced them. Some of their answers surprised us. http://nl.internet.com/ct.html?rtr=on&s=1,1ckp,1,j6ek,eax9,lqnj,m494

OOP IS MUCH BETTER IN THEORY THAN IN PRACTICEby Richard MansfieldThink object-orient programming (OOP) is the only way to go? You poor, misguided soul. Richard Mansfield contends that OOP is just the latest in a history of ideas that sound good in theory but are clumsy in practice. http://nl.internet.com/ct.html?rtr=on&s=1,1ckp,1,8ekt,fuf,lqnj,m494

>> Any thoughts, comments? Should I start thinking of a pure html based website? Try to keep the current one running with the current set-up? Something else?

The current set-up was fine. Problem is/was your isp.Just make sure the next one offers full service, including full site backup and restore. This should be base service functionality ,even for low cost providers, given the cost of storage nowdays.

Especially if you are considering a move to developing a professional level api...quality of support is a key evaluation factor, even if it is "just" a forum.

Well, I have an WinXPsp2 AMD64 3200+, 512MB RAM, NVIDIA 5900XTV box and this "problem" is giving me the $&#*(ing ($*#s!

I'm using Eclipse and quite regularly it will pause (say Not Responding in task manager) and then go on a memory feeding frenzy (280mb to 360mb). I cut down the number of projects in my workspace which helped somewhat but it still occurs.

Is there any way to tune this at all?It REALLY interrupts workflow, especially when you are in the rhythm of a test/fix cycle.

The create using custom stream callbacks is unimplemented. I have stalled fmod updates, since I am waiting for what aNt will present...

Pity

After checking the FMOD forums, I successfully tested this with the nativeFmod implementation, so 3d with a user created audio stream now works fine. FSOUND_HW3D |FSOUND_FORCEMONO | on the stream create does the trick.

Now I get a problem doing custom DSP on this. Not sure if this is a nativeFMod error or what...still working on it.

I'm testing some ideas for real-time 3d procedural audio, but I don't think it will work in 3d. I have tried to extend the userstream example to a 3d one. Currently using the nativeFmod Sig wrapper userstream example, but have run into a showstopper.

I'm trying do do a test of FSound_Stream_Create . Anyone got an example of the FSoundStreamCallback needed?

I keep getting, though I have a basic implementation of the interface:Exception in thread "main" org.lwjgl.fmod3.FMODException: missing implementation at org.lwjgl.fmod3.FSound.nFSOUND_Stream_Create(Native Method) at org.lwjgl.fmod3.FSound.FSOUND_Stream_Create(Unknown Source) at

US$189 for professional version, though their business model is 12 months free upgrades and then what seems to be a resonable yearly subscription fee (I say reasonable because almost everyone seems to charge at least the same amount for upgrades after a year nowdays).

Tested it with a bunch of gnarly reverse engineer imports (java/C++) to check the model creation...excellent. I have a couple of minor quibbles, but overall fantastic value, especially if you have been through the demo loop in search of the UML tool holy grail:-)

If you are serious about gamedev (which means minimising risk at all levels) why would you even bother with Java when there are already a number of high-end cross platform engines available...intrinsicAlchemy, renderware, NDL etc.

To my mind WT are showing the best and most intelligent use of Java for gaming...use it at the application level (much easier to use than C/C++) and leave the grunt work to faster native code. There are enough problems optimising the application level when developing a complex game without having to worry about low level Java efficiency.

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